What is stephaneginier.com?
Updated
stephaneginier.com is the personal website of Stéphane Ginier, a developer who builds digital sculpting tools. The site is a simple portfolio-style homepage that links to his projects, most notably Nomad Sculpt and SculptGL. It does not sell anything directly, though a PayPal signal appears on the page; the main value is access to web apps, downloads, tutorials, and source code.
What you'll find on the site
The homepage is organized as a short project list rather than a blog or store. Each entry points to a tool, a download, or an external channel.
- Nomad Sculpt — described as a sculpting application for iOS and Android, listed as currently in development.
- SculptGL — a digital sculpting web app, with sources on GitHub, a standalone download, a Chrome Web Store listing, and tutorial links on a YouTube channel.
- Sculptfab — noted as a fork of the old SculptGL version by Sketchfab with a new design.
- EditSDF — a smaller experimental project for raymarched signed distance fields, described as less polished and somewhat clunky in its GUI.
- Contact — an email address, [email protected], plus a copyright line dated 2020.
SculptGL: the main web tool
SculptGL is the most detailed project on the page. It runs in the browser and also has a standalone version described as identical to the web version.
Sculpting and painting features
- Standard sculpting tools: Brush, Inflate, Smooth, Twist, Drag, and others.
- PBR vertex painting covering color, roughness, and metalness.
- Alpha texture support for each tool.
- Multiresolution sculpting with quad-tri subdivision (Catmull-Clark/Loop) and reversion, which computes the opposite of subdivision where possible.
- Navigating between low and high poly subdivision levels retains sculpting changes and keeps UVs for both reversion and subdivision.
Remeshing and topology
- Voxel remeshing uses the SurfaceNets meshing algorithm and produces a quad-only mesh.
- Uniform remeshing keeps quads the same size.
- Voxel remeshing can create non-manifold vertices; for a non-closed mesh, a naive hole-filling algorithm runs first.
- Voxel remeshing deletes UVs.
- Dynamic topology works on triangles only, operates in real time, and supports local subdivision (creating new triangles) and local decimation (deleting triangles). It also deletes UVs.
Import, export, and performance
- Supports OBJ, PLY, and STL import/export.
- Reads vertex color.
- Optimizes post and pre transform cache using a tipsy algorithm.
- Includes undo/redo support.
When this site is useful to you
- You want a browser-based sculpting tool and prefer something you can try without installing anything — SculptGL fits that, with a standalone download if you'd rather run it locally.
- You work on iOS or Android and are looking for Nomad Sculpt, which the page lists as the current focus.
- You want the source code or a Chrome Web Store install for SculptGL, both of which are linked from the page.
- You're curious about experimental graphics work like EditSDF, keeping in mind the author's own note that it's less polished.
If you need tutorials, the page points to a YouTube channel rather than hosting them itself. For anything else, the listed contact is the email address above.